Forum Link Code:[url=]W-Mo Bold Forge Runner[/url]
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This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

The Bold Forge Runner is the fundamental Warrior running build that can be used to great effect in running from Beacon's Perch to Droknar's Forge. The key feature of this build is the lack of any Healing Prayers skills. With small modifications it's the perfect basis for most Warrior running builds, and almost all Warrior running routes.

Attributes and Skills

WarriorMonkWarrior / Monk Attribute Rank
Tactics 12 + 1 + 1
Strength 12 + 1
Endure Pain

Endure Pain

Sprint

Sprint

"Charge!"

"Charge!"

Balanced Stance

Balanced Stance

Healing Signet

Healing Signet

Purge Conditions

Purge Conditions

Smite Hex

Smite Hex

Holy Veil

Holy Veil

Equipment

Armor

Runes

Weapons

  1. Katana of Fortitude (from Factions - Divine Path) - plus 5 Energy always and plus modification of your choice (preferrably + Health).
  2. Any sword and an "I Have the Power!" inscription. (If you have Nightfall)
  1. Grognar's Defender [Green Item; Received Dmg: -2 (In Stance); +45 HP (In Stance)] - The Runner's Best Stance Shield Choice.
  2. Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - For hex passages of the run.

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.

Usage

General

Core Running Sequence

Note: Balanced Stance cancels Sprint, for they are both stances. Never use them simultaneously if you don't want to lose either of them. Balanced Stance should be used with "Charge!" instead. Balanced Stance will outlast "Charge!" by 8 secs. Use Balanced Stance, wait 4-8 secs and activate "Charge!". It is better to be quicker in escape than in approach due to aggro/ deaggro behavior of the NPCs.

Healing

Note: Be aware of the fact that "runners run, and healers heal." Only heal yourself if it is really necessary.

Hex-Countering Mechanism

Note #1: Always use Smite Hex for removing a Hex before canceling Holy Veil. By not canceling Holy Veil first you make sure that the enemies still need twice as long to cast for their hexes.

Note #2: For an extra hex remover cast Holy Veil and wait for it to recharge. By canceling it, recasting, and canceling it again, you can remove up to two hexes only with Holy Veil.

Conditions

Note: Beware traps set by Pinesouls that cripple you for quite a long time. It is not unlikely that two traps are behind each other. Go on running crippled to check whether a second trap is about to ignite; only then use Purge Conditions to reduce the chance of getting trapped twice to a minimum. Alternatively, Mend Ailment can replace Purge Conditions for countering multi-traps.

Lornar's Pass

Ice Imps

Worm Tunnel

Note: Sprint cancels Balanced Stance, for they are both stances. Never use them simultaneously if you don't want to lose either of them.

Troll Cave

Wurm Path

Ice Golem Path

Note: If a Muddy Terrain Spirit was already cast (e.g. due to another runner in your group or by accident), wait for it to die before attempting the run-through.

Dreadnought's Drift

Attention: Survivor Title Hunters can survive here. Therefore, they just stand in the lower right corner when entering the Drift. It may need some spawns, for the patrols always tend to use a slightly different path depending on other NPC groups. Millimeter work!

Snake Dance

Note #1: Beware of lag in the Troll Tunnel. It is advisable to lure some Mountain Trolls or even Ice Golems out to guarantee a secure run-through. Cast Holy Veil on yourself to avoid a minor slow-down by the Ice Golems when running through the tunnel.

Note #2: It is not necessary to use Balanced Stance for these low-level Ice Golems that do not knock you down.

Talus Chute

Variants

Notes

Endure Pain Bug

After Endure Pain ends your Health may drop to 1. Due to the Endure Pain Bug do not activate Healing Signet after having 1 Health - this would kill you immediately due to negative health and positive signet healing. Wait for your Health bar to gain pips and regaining above 1 Health again before using Healing Signet.

Possible Routes

Listed below are the possible high-level routes that this build and its variants can be run with:

Prophecies

  1. Beacon's Perch -> Camp Rankor -> Droknar's Forge
  2. Camp Rankor -> Deldrimor War Camp
  3. Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep

External Links

Templates

image:skillsdisk.jpg
Template Guide
The Skills Template for this build is:
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